NazaraEngine/examples/DeferredShading/main.cpp

770 lines
26 KiB
C++

#include <Nazara/Core.hpp>
#include <Nazara/Platform.hpp>
#include <Nazara/Graphics.hpp>
#include <Nazara/Graphics/FrameGraph.hpp>
#include <Nazara/Renderer.hpp>
#include <Nazara/Shader.hpp>
#include <Nazara/Shader/SpirvConstantCache.hpp>
#include <Nazara/Shader/SpirvPrinter.hpp>
#include <Nazara/Shader/ShaderLangLexer.hpp>
#include <Nazara/Shader/ShaderLangParser.hpp>
#include <Nazara/Utility.hpp>
#include <array>
#include <iostream>
#include <random>
/*
[layout(std140)]
struct PointLight
{
color: vec3<f32>,
position: vec3<f32>,
constant: f32,
linear: f32,
quadratic: f32,
}
[layout(std140)]
struct SpotLight
{
color: vec3<f32>,
position: vec3<f32>,
direction: vec3<f32>,
constant: f32,
linear: f32,
quadratic: f32,
innerAngle: f32,
outerAngle: f32,
}
*/
struct PointLight
{
Nz::Color color = Nz::Color::White;
Nz::Vector3f position = Nz::Vector3f::Zero();
float constantAttenuation = 0.2f;
float linearAttenuation = 0.1f;
float quadraticAttenuation = 0.01f;
};
struct SpotLight
{
Nz::Color color = Nz::Color::White;
Nz::Vector3f position = Nz::Vector3f::Zero();
Nz::Vector3f direction = Nz::Vector3f::Forward();
float constantAttenuation = 1.f;
float linearAttenuation = 0.1f;
float quadraticAttenuation = 0.01f;
float innerAngle = std::cos(Nz::DegreeToRadian(15.f));
float outerAngle = std::cos(Nz::DegreeToRadian(20.f));
};
int main()
{
std::filesystem::path resourceDir = "resources";
if (!std::filesystem::is_directory(resourceDir) && std::filesystem::is_directory(".." / resourceDir))
resourceDir = ".." / resourceDir;
Nz::Renderer::Config rendererConfig;
std::cout << "Run using Vulkan? (y/n)" << std::endl;
//if (std::getchar() == 'y')
rendererConfig.preferredAPI = Nz::RenderAPI::Vulkan;
//else
// rendererConfig.preferredAPI = Nz::RenderAPI::OpenGL;
Nz::Modules<Nz::Graphics> nazara(rendererConfig);
Nz::RenderWindow window;
Nz::MeshParams meshParams;
meshParams.storage = Nz::DataStorage::Software;
meshParams.matrix = Nz::Matrix4f::Rotate(Nz::EulerAnglesf(0.f, 90.f, 180.f)) * Nz::Matrix4f::Scale(Nz::Vector3f(0.002f));
meshParams.vertexDeclaration = Nz::VertexDeclaration::Get(Nz::VertexLayout::XYZ_Normal_UV);
std::shared_ptr<Nz::RenderDevice> device = Nz::Graphics::Instance()->GetRenderDevice();
const Nz::RenderDeviceInfo& deviceInfo = device->GetDeviceInfo();
std::string windowTitle = "Graphics Test";
if (!window.Create(device, Nz::VideoMode(1920, 1080, 32), windowTitle))
{
std::cout << "Failed to create Window" << std::endl;
return __LINE__;
}
std::shared_ptr<Nz::Mesh> spaceship = Nz::Mesh::LoadFromFile(resourceDir / "Spaceship/spaceship.obj", meshParams);
if (!spaceship)
{
NazaraError("Failed to load model");
return __LINE__;
}
std::shared_ptr<Nz::GraphicalMesh> gfxMesh = std::make_shared<Nz::GraphicalMesh>(*spaceship);
Nz::TextureParams texParams;
texParams.renderDevice = device;
texParams.loadFormat = Nz::PixelFormat::RGBA8_SRGB;
Nz::MeshParams planeParams;
planeParams.storage = Nz::DataStorage::Software;
std::shared_ptr<Nz::Mesh> planeMesh = std::make_shared<Nz::Mesh>();
planeMesh->CreateStatic();
planeMesh->BuildSubMesh(Nz::Primitive::Plane(Nz::Vector2f(10.f, 10.f), Nz::Vector2ui(0u), Nz::Matrix4f::Rotate(Nz::EulerAnglesf(180.f, 0.f, 0.f)), Nz::Rectf(0.f, 0.f, 10.f, 10.f)), planeParams);
planeMesh->SetMaterialCount(1);
std::shared_ptr<Nz::GraphicalMesh> planeMeshGfx = std::make_shared<Nz::GraphicalMesh>(*planeMesh);
auto customSettings = Nz::BasicMaterial::GetSettings()->GetBuilderData();
customSettings.shaders[UnderlyingCast(Nz::ShaderStageType::Fragment)] = std::make_shared<Nz::UberShader>(Nz::ShaderStageType::Fragment, Nz::ShaderLang::Parse(resourceDir / "deferred_frag.nzsl"));
customSettings.shaders[UnderlyingCast(Nz::ShaderStageType::Vertex)] = std::make_shared<Nz::UberShader>(Nz::ShaderStageType::Vertex, Nz::ShaderLang::Parse(resourceDir / "deferred_vert.nzsl"));
auto customMatSettings = std::make_shared<Nz::MaterialSettings>(std::move(customSettings));
std::shared_ptr<Nz::Material> spaceshipMat = std::make_shared<Nz::Material>(customMatSettings);
spaceshipMat->EnableDepthBuffer(true);
{
Nz::BasicMaterial basicMat(*spaceshipMat);
basicMat.EnableAlphaTest(false);
basicMat.SetAlphaMap(Nz::Texture::LoadFromFile(resourceDir / "alphatile.png", texParams));
basicMat.SetDiffuseMap(Nz::Texture::LoadFromFile(resourceDir / "Spaceship/Texture/diffuse.png", texParams));
}
std::shared_ptr<Nz::Material> planeMat = std::make_shared<Nz::Material>(customMatSettings);
planeMat->EnableDepthBuffer(true);
{
Nz::BasicMaterial basicMat(*planeMat);
basicMat.SetDiffuseMap(Nz::Texture::LoadFromFile(resourceDir / "dev_grey.png", texParams));
Nz::TextureSamplerInfo planeSampler;
planeSampler.anisotropyLevel = 16;
planeSampler.wrapModeU = Nz::SamplerWrap::Repeat;
planeSampler.wrapModeV = Nz::SamplerWrap::Repeat;
basicMat.SetDiffuseSampler(planeSampler);
}
Nz::Model spaceshipModel(std::move(gfxMesh));
for (std::size_t i = 0; i < spaceshipModel.GetSubMeshCount(); ++i)
spaceshipModel.SetMaterial(i, spaceshipMat);
Nz::Model planeModel(std::move(planeMeshGfx));
for (std::size_t i = 0; i < planeModel.GetSubMeshCount(); ++i)
planeModel.SetMaterial(i, planeMat);
Nz::PredefinedInstanceData instanceUboOffsets = Nz::PredefinedInstanceData::GetOffsets();
Nz::PredefinedViewerData viewerUboOffsets = Nz::PredefinedViewerData::GetOffsets();
std::vector<std::uint8_t> viewerDataBuffer(viewerUboOffsets.totalSize);
Nz::Vector2ui windowSize = window.GetSize();
Nz::AccessByOffset<Nz::Matrix4f&>(viewerDataBuffer.data(), viewerUboOffsets.viewMatrixOffset) = Nz::Matrix4f::Translate(Nz::Vector3f::Backward() * 1);
Nz::AccessByOffset<Nz::Matrix4f&>(viewerDataBuffer.data(), viewerUboOffsets.projMatrixOffset) = Nz::Matrix4f::Perspective(70.f, float(windowSize.x) / windowSize.y, 0.1f, 1000.f);
std::vector<std::uint8_t> instanceDataBuffer(instanceUboOffsets.totalSize);
Nz::ModelInstance modelInstance1(spaceshipMat->GetSettings());
{
spaceshipMat->UpdateShaderBinding(modelInstance1.GetShaderBinding());
Nz::AccessByOffset<Nz::Matrix4f&>(instanceDataBuffer.data(), instanceUboOffsets.worldMatrixOffset) = Nz::Matrix4f::Translate(Nz::Vector3f::Forward() * 2 + Nz::Vector3f::Right());
std::shared_ptr<Nz::AbstractBuffer>& instanceDataUBO = modelInstance1.GetInstanceBuffer();
instanceDataUBO->Fill(instanceDataBuffer.data(), 0, instanceDataBuffer.size());
}
Nz::ModelInstance modelInstance2(spaceshipMat->GetSettings());
{
spaceshipMat->UpdateShaderBinding(modelInstance2.GetShaderBinding());
Nz::AccessByOffset<Nz::Matrix4f&>(instanceDataBuffer.data(), instanceUboOffsets.worldMatrixOffset) = Nz::Matrix4f::Translate(Nz::Vector3f::Forward() * 2 + Nz::Vector3f::Right() * 3.f);
std::shared_ptr<Nz::AbstractBuffer>& instanceDataUBO = modelInstance2.GetInstanceBuffer();
instanceDataUBO->Fill(instanceDataBuffer.data(), 0, instanceDataBuffer.size());
}
Nz::ModelInstance planeInstance(planeMat->GetSettings());
{
planeMat->UpdateShaderBinding(planeInstance.GetShaderBinding());
Nz::AccessByOffset<Nz::Matrix4f&>(instanceDataBuffer.data(), instanceUboOffsets.worldMatrixOffset) = Nz::Matrix4f::Translate(Nz::Vector3f::Up() * 2.f);
std::shared_ptr<Nz::AbstractBuffer>& instanceDataUBO = planeInstance.GetInstanceBuffer();
instanceDataUBO->Fill(instanceDataBuffer.data(), 0, instanceDataBuffer.size());
}
std::shared_ptr<Nz::AbstractBuffer> viewerDataUBO = Nz::Graphics::Instance()->GetViewerDataUBO();
Nz::RenderWindowImpl* windowImpl = window.GetImpl();
std::shared_ptr<Nz::CommandPool> commandPool = windowImpl->CreateCommandPool(Nz::QueueType::Graphics);
Nz::RenderPipelineLayoutInfo fullscreenPipelineLayoutInfo;
fullscreenPipelineLayoutInfo.bindings.push_back({
Nz::ShaderBindingType::Texture,
Nz::ShaderStageType::Fragment,
0
});
Nz::RenderPipelineLayoutInfo lightingPipelineLayoutInfo;
for (unsigned int i = 0; i < 3; ++i)
{
lightingPipelineLayoutInfo.bindings.push_back({
Nz::ShaderBindingType::Texture,
Nz::ShaderStageType::Fragment,
i
});
}
lightingPipelineLayoutInfo.bindings.push_back({
Nz::ShaderBindingType::UniformBuffer,
Nz::ShaderStageType::Fragment,
3
});
/*Nz::FieldOffsets pointLightOffsets(Nz::StructLayout::Std140);
std::size_t colorOffset = pointLightOffsets.AddField(Nz::StructFieldType::Float3);
std::size_t positionOffset = pointLightOffsets.AddField(Nz::StructFieldType::Float3);
std::size_t constantOffset = pointLightOffsets.AddField(Nz::StructFieldType::Float1);
std::size_t linearOffset = pointLightOffsets.AddField(Nz::StructFieldType::Float1);
std::size_t quadraticOffset = pointLightOffsets.AddField(Nz::StructFieldType::Float1);
std::size_t alignedPointLightSize = Nz::Align(pointLightOffsets.GetSize(), static_cast<std::size_t>(deviceInfo.limits.minUniformBufferOffsetAlignment));*/
/*
[layout(std140)]
struct SpotLight
{
color: vec3<f32>,
position: vec3<f32>,
direction: vec3<f32>,
constant: f32,
linear: f32,
quadratic: f32,
innerAngle: f32,
outerAngle: f32,
}
*/
Nz::FieldOffsets spotLightOffsets(Nz::StructLayout::Std140);
std::size_t colorOffset = spotLightOffsets.AddField(Nz::StructFieldType::Float3);
std::size_t positionOffset = spotLightOffsets.AddField(Nz::StructFieldType::Float3);
std::size_t directionOffset = spotLightOffsets.AddField(Nz::StructFieldType::Float3);
std::size_t constantOffset = spotLightOffsets.AddField(Nz::StructFieldType::Float1);
std::size_t linearOffset = spotLightOffsets.AddField(Nz::StructFieldType::Float1);
std::size_t quadraticOffset = spotLightOffsets.AddField(Nz::StructFieldType::Float1);
std::size_t innerAngleOffset = spotLightOffsets.AddField(Nz::StructFieldType::Float1);
std::size_t outerAngleOffset = spotLightOffsets.AddField(Nz::StructFieldType::Float1);
std::size_t alignedSpotLightSize = Nz::Align(spotLightOffsets.GetSize(), static_cast<std::size_t>(deviceInfo.limits.minUniformBufferOffsetAlignment));
constexpr std::size_t MaxPointLight = 1000;
std::shared_ptr<Nz::AbstractBuffer> lightUbo = device->InstantiateBuffer(Nz::BufferType::Uniform);
if (!lightUbo->Initialize(MaxPointLight * alignedSpotLightSize, Nz::BufferUsage::DeviceLocal | Nz::BufferUsage::Dynamic))
return __LINE__;
std::vector<SpotLight> spotLights;
/*auto& firstSpot = spotLights.emplace_back();
firstSpot.position = Nz::Vector3f::Right() + Nz::Vector3f::Forward();
firstSpot.direction = Nz::Vector3f::Up();*/
std::random_device rng;
std::mt19937 randomEngine(rng());
std::uniform_int_distribution<unsigned int> colorDis(0, 255);
std::uniform_real_distribution<float> heightDis(1.5f, 1.95f);
std::uniform_real_distribution<float> posDis(-5.f, 5.f);
std::uniform_real_distribution<float> dirDis(-1.f, 1.f);
std::uniform_real_distribution<float> dirYDis(0.f, 0.75f);
for (std::size_t i = 0; i < 100; ++i)
{
auto& light = spotLights.emplace_back();
light.color = Nz::Color(colorDis(randomEngine), colorDis(randomEngine), colorDis(randomEngine));
light.position = Nz::Vector3f(posDis(randomEngine), heightDis(randomEngine), posDis(randomEngine));
light.direction = Nz::Vector3f(dirDis(randomEngine), dirYDis(randomEngine), dirDis(randomEngine)).GetNormal();
}
const std::shared_ptr<const Nz::VertexDeclaration>& vertexDeclaration = Nz::VertexDeclaration::Get(Nz::VertexLayout::XYZ_UV);
unsigned int offscreenWidth = window.GetSize().x;
unsigned int offscreenHeight = window.GetSize().y;
// Fullscreen data
Nz::RenderPipelineInfo fullscreenPipelineInfo;
fullscreenPipelineInfo.primitiveMode = Nz::PrimitiveMode::TriangleStrip;
fullscreenPipelineInfo.pipelineLayout = device->InstantiateRenderPipelineLayout(fullscreenPipelineLayoutInfo);
fullscreenPipelineInfo.vertexBuffers.push_back({
0,
vertexDeclaration
});
fullscreenPipelineInfo.shaderModules.push_back(device->InstantiateShaderModule(Nz::ShaderStageType::Fragment, Nz::ShaderLanguage::NazaraBinary, resourceDir / "fullscreen.frag.shader", {}));
fullscreenPipelineInfo.shaderModules.push_back(device->InstantiateShaderModule(Nz::ShaderStageType::Vertex, Nz::ShaderLanguage::NazaraBinary, resourceDir / "fullscreen.vert.shader", {}));
std::shared_ptr<Nz::RenderPipeline> fullscreenPipeline = device->InstantiateRenderPipeline(fullscreenPipelineInfo);
Nz::RenderPipelineInfo lightingPipelineInfo;
lightingPipelineInfo.blending = true;
lightingPipelineInfo.blend.dstColor = Nz::BlendFunc::One;
lightingPipelineInfo.blend.srcColor = Nz::BlendFunc::One;
lightingPipelineInfo.primitiveMode = Nz::PrimitiveMode::TriangleStrip;
lightingPipelineInfo.pipelineLayout = device->InstantiateRenderPipelineLayout(lightingPipelineLayoutInfo);
lightingPipelineInfo.vertexBuffers.push_back({
0,
vertexDeclaration
});
lightingPipelineInfo.shaderModules.push_back(device->InstantiateShaderModule(Nz::ShaderStageType::Fragment | Nz::ShaderStageType::Vertex, Nz::ShaderLanguage::NazaraShader, resourceDir / "lighting.nzsl", {}));
std::shared_ptr<Nz::RenderPipeline> lightingPipeline = device->InstantiateRenderPipeline(lightingPipelineInfo);
std::vector<std::shared_ptr<Nz::ShaderBinding>> lightingShaderBindings;
std::array<Nz::VertexStruct_XYZ_UV, 3> vertexData = {
{
{
Nz::Vector3f(-1.f, 1.f, 0.0f),
Nz::Vector2f(0.0f, 1.0f),
},
{
Nz::Vector3f(-1.f, -3.f, 0.0f),
Nz::Vector2f(0.0f, -1.0f),
},
{
Nz::Vector3f(3.f, 1.f, 0.0f),
Nz::Vector2f(2.0f, 1.0f),
}
}
};
/*std::array<Nz::VertexStruct_XYZ_UV, 4> vertexData = {
{
{
Nz::Vector3f(-1.f, -1.f, 0.0f),
Nz::Vector2f(0.0f, 0.0f),
},
{
Nz::Vector3f(1.f, -1.f, 0.0f),
Nz::Vector2f(1.0f, 0.0f),
},
{
Nz::Vector3f(-1.f, 1.f, 0.0f),
Nz::Vector2f(0.0f, 1.0f),
},
{
Nz::Vector3f(1.f, 1.f, 0.0f),
Nz::Vector2f(1.0f, 1.0f),
},
}
};*/
std::shared_ptr<Nz::AbstractBuffer> vertexBuffer = device->InstantiateBuffer(Nz::BufferType::Vertex);
if (!vertexBuffer->Initialize(vertexDeclaration->GetStride() * vertexData.size(), Nz::BufferUsage::DeviceLocal))
return __LINE__;
if (!vertexBuffer->Fill(vertexData.data(), 0, vertexBuffer->GetSize()))
return __LINE__;
std::shared_ptr<Nz::ShaderBinding> finalBlitBinding = fullscreenPipelineInfo.pipelineLayout->AllocateShaderBinding();
std::size_t colorTexture;
std::size_t normalTexture;
std::size_t positionTexture;
std::size_t depthBuffer;
std::size_t backbuffer;
bool viewerUboUpdate = true;
Nz::BakedFrameGraph bakedGraph = [&]{
Nz::FrameGraph graph;
colorTexture = graph.AddAttachment({
"Color",
Nz::PixelFormat::RGBA8
});
normalTexture = graph.AddAttachment({
"Normal",
Nz::PixelFormat::RGBA8
});
positionTexture = graph.AddAttachment({
"Position",
Nz::PixelFormat::RGBA32F
});
depthBuffer = graph.AddAttachment({
"Depth buffer",
Nz::PixelFormat::Depth24Stencil8
});
backbuffer = graph.AddAttachment({
"Backbuffer",
Nz::PixelFormat::RGBA8
});
Nz::FramePass& gbufferPass = graph.AddPass("GBuffer");
std::size_t geometryAlbedo = gbufferPass.AddOutput(colorTexture);
gbufferPass.SetClearColor(geometryAlbedo, Nz::Color::Black);
std::size_t geometryNormal = gbufferPass.AddOutput(normalTexture);
gbufferPass.SetClearColor(geometryNormal, Nz::Color::Black);
std::size_t positionAttachment = gbufferPass.AddOutput(positionTexture);
gbufferPass.SetClearColor(positionAttachment, Nz::Color::Black);
gbufferPass.SetDepthStencilClear(1.f, 0);
gbufferPass.SetDepthStencilOutput(depthBuffer);
gbufferPass.SetCommandCallback([&](Nz::CommandBufferBuilder& builder)
{
builder.SetScissor(Nz::Recti{ 0, 0, int(offscreenWidth), int(offscreenHeight) });
builder.SetViewport(Nz::Recti{ 0, 0, int(offscreenWidth), int(offscreenHeight) });
for (Nz::ModelInstance& modelInstance : { std::ref(modelInstance1), std::ref(modelInstance2) })
{
builder.BindShaderBinding(modelInstance.GetShaderBinding());
for (std::size_t i = 0; i < spaceshipModel.GetSubMeshCount(); ++i)
{
builder.BindIndexBuffer(spaceshipModel.GetIndexBuffer(i).get());
builder.BindVertexBuffer(0, spaceshipModel.GetVertexBuffer(i).get());
builder.BindPipeline(*spaceshipModel.GetRenderPipeline(i));
builder.DrawIndexed(static_cast<Nz::UInt32>(spaceshipModel.GetIndexCount(i)));
}
}
// Plane
builder.BindShaderBinding(planeInstance.GetShaderBinding());
for (std::size_t i = 0; i < planeModel.GetSubMeshCount(); ++i)
{
builder.BindIndexBuffer(planeModel.GetIndexBuffer(i).get());
builder.BindVertexBuffer(0, planeModel.GetVertexBuffer(i).get());
builder.BindPipeline(*planeModel.GetRenderPipeline(i));
builder.DrawIndexed(static_cast<Nz::UInt32>(planeModel.GetIndexCount(i)));
}
});
Nz::FramePass& lightingPass = graph.AddPass("Lighting pass");
lightingPass.SetExecutionCallback([&]
{
return (viewerUboUpdate) ? Nz::FramePassExecution::UpdateAndExecute : Nz::FramePassExecution::Execute;
});
lightingPass.SetCommandCallback([&](Nz::CommandBufferBuilder& builder)
{
builder.SetScissor(Nz::Recti{ 0, 0, int(offscreenWidth), int(offscreenHeight) });
builder.SetViewport(Nz::Recti{ 0, 0, int(offscreenWidth), int(offscreenHeight) });
builder.BindPipeline(*lightingPipeline);
builder.BindVertexBuffer(0, vertexBuffer.get());
for (std::size_t i = 0; i < spotLights.size(); ++i)
{
builder.BindShaderBinding(*lightingShaderBindings[i]);
builder.Draw(3);
}
});
lightingPass.AddInput(colorTexture);
lightingPass.AddInput(normalTexture);
lightingPass.AddInput(positionTexture);
lightingPass.SetClearColor(lightingPass.AddOutput(backbuffer), Nz::Color::Black);
//lightingPass.SetDepthStencilInput(depthBuffer);
graph.SetBackbufferOutput(backbuffer);
return graph.Bake();
}();
bakedGraph.Resize(offscreenWidth, offscreenHeight);
std::shared_ptr<Nz::TextureSampler> textureSampler = device->InstantiateTextureSampler({});
for (std::size_t i = 0; i < MaxPointLight; ++i)
{
std::shared_ptr<Nz::ShaderBinding> lightingShaderBinding = lightingPipelineInfo.pipelineLayout->AllocateShaderBinding();
lightingShaderBinding->Update({
{
0,
Nz::ShaderBinding::TextureBinding {
bakedGraph.GetAttachmentTexture(colorTexture).get(),
textureSampler.get()
}
},
{
1,
Nz::ShaderBinding::TextureBinding {
bakedGraph.GetAttachmentTexture(normalTexture).get(),
textureSampler.get()
}
},
{
2,
Nz::ShaderBinding::TextureBinding {
bakedGraph.GetAttachmentTexture(positionTexture).get(),
textureSampler.get()
}
},
{
3,
Nz::ShaderBinding::UniformBufferBinding {
lightUbo.get(),
i * alignedSpotLightSize, spotLightOffsets.GetSize()
}
}
});
lightingShaderBindings.emplace_back(std::move(lightingShaderBinding));
}
finalBlitBinding->Update({
{
0,
Nz::ShaderBinding::TextureBinding {
bakedGraph.GetAttachmentTexture(backbuffer).get(),
textureSampler.get()
}
}
});
Nz::CommandBufferPtr drawCommandBuffer;
auto RebuildCommandBuffer = [&]
{
Nz::Vector2ui windowSize = window.GetSize();
drawCommandBuffer = commandPool->BuildCommandBuffer([&](Nz::CommandBufferBuilder& builder)
{
Nz::Recti windowRenderRect(0, 0, window.GetSize().x, window.GetSize().y);
builder.TextureBarrier(Nz::PipelineStage::ColorOutput, Nz::PipelineStage::FragmentShader, Nz::MemoryAccess::ColorWrite, Nz::MemoryAccess::ShaderRead, Nz::TextureLayout::ColorOutput, Nz::TextureLayout::ColorInput, *bakedGraph.GetAttachmentTexture(backbuffer));
builder.BeginDebugRegion("Main window rendering", Nz::Color::Green);
{
builder.BeginRenderPass(windowImpl->GetFramebuffer(), windowImpl->GetRenderPass(), windowRenderRect);
{
builder.SetScissor(Nz::Recti{ 0, 0, int(windowSize.x), int(windowSize.y) });
builder.SetViewport(Nz::Recti{ 0, 0, int(windowSize.x), int(windowSize.y) });
builder.BindShaderBinding(*finalBlitBinding);
builder.BindPipeline(*fullscreenPipeline);
builder.BindVertexBuffer(0, vertexBuffer.get());
builder.Draw(3);
}
builder.EndRenderPass();
}
builder.EndDebugRegion();
});
};
RebuildCommandBuffer();
Nz::Vector3f viewerPos = Nz::Vector3f::Zero();
Nz::EulerAnglesf camAngles(0.f, 0.f, 0.f);
Nz::Quaternionf camQuat(camAngles);
window.EnableEventPolling(true);
Nz::Clock updateClock;
Nz::Clock secondClock;
unsigned int fps = 0;
std::size_t totalFrameCount = 0;
Nz::Mouse::SetRelativeMouseMode(true);
while (window.IsOpen())
{
Nz::WindowEvent event;
while (window.PollEvent(&event))
{
switch (event.type)
{
case Nz::WindowEventType::Quit:
window.Close();
break;
case Nz::WindowEventType::MouseMoved: // La souris a bougé
{
// Gestion de la caméra free-fly (Rotation)
float sensitivity = 0.3f; // Sensibilité de la souris
// On modifie l'angle de la caméra grâce au déplacement relatif sur X de la souris
camAngles.yaw = Nz::NormalizeAngle(camAngles.yaw - event.mouseMove.deltaX*sensitivity);
// Idem, mais pour éviter les problèmes de calcul de la matrice de vue, on restreint les angles
camAngles.pitch = Nz::Clamp(camAngles.pitch + event.mouseMove.deltaY*sensitivity, -89.f, 89.f);
camQuat = camAngles;
viewerUboUpdate = true;
break;
}
case Nz::WindowEventType::KeyPressed:
{
if (event.key.scancode == Nz::Keyboard::Scancode::Space)
{
auto& whiteLight = spotLights.emplace_back();
whiteLight.constantAttenuation = 0.8f;
whiteLight.position = viewerPos;
whiteLight.direction = camQuat * Nz::Vector3f::Forward();
viewerUboUpdate = true;
}
break;
}
case Nz::WindowEventType::Resized:
{
Nz::Vector2ui windowSize = window.GetSize();
Nz::AccessByOffset<Nz::Matrix4f&>(viewerDataBuffer.data(), viewerUboOffsets.projMatrixOffset) = Nz::Matrix4f::Perspective(70.f, float(windowSize.x) / windowSize.y, 0.1f, 1000.f);
viewerUboUpdate = true;
break;
}
default:
break;
}
}
if (updateClock.GetMilliseconds() > 1000 / 60)
{
float cameraSpeed = 2.f * updateClock.GetSeconds();
updateClock.Restart();
if (Nz::Keyboard::IsKeyPressed(Nz::Keyboard::VKey::Up) || Nz::Keyboard::IsKeyPressed(Nz::Keyboard::VKey::Z))
viewerPos += camQuat * Nz::Vector3f::Forward() * cameraSpeed;
// Si la flèche du bas ou la touche S est pressée, on recule
if (Nz::Keyboard::IsKeyPressed(Nz::Keyboard::VKey::Down) || Nz::Keyboard::IsKeyPressed(Nz::Keyboard::VKey::S))
viewerPos += camQuat * Nz::Vector3f::Backward() * cameraSpeed;
// Etc...
if (Nz::Keyboard::IsKeyPressed(Nz::Keyboard::VKey::Left) || Nz::Keyboard::IsKeyPressed(Nz::Keyboard::VKey::Q))
viewerPos += camQuat * Nz::Vector3f::Left() * cameraSpeed;
// Etc...
if (Nz::Keyboard::IsKeyPressed(Nz::Keyboard::VKey::Right) || Nz::Keyboard::IsKeyPressed(Nz::Keyboard::VKey::D))
viewerPos += camQuat * Nz::Vector3f::Right() * cameraSpeed;
// Majuscule pour monter, notez l'utilisation d'une direction globale (Non-affectée par la rotation)
if (Nz::Keyboard::IsKeyPressed(Nz::Keyboard::VKey::LShift) || Nz::Keyboard::IsKeyPressed(Nz::Keyboard::VKey::RShift))
viewerPos += Nz::Vector3f::Up() * cameraSpeed;
// Contrôle (Gauche ou droite) pour descendre dans l'espace global, etc...
if (Nz::Keyboard::IsKeyPressed(Nz::Keyboard::VKey::LControl) || Nz::Keyboard::IsKeyPressed(Nz::Keyboard::VKey::RControl))
viewerPos += Nz::Vector3f::Down() * cameraSpeed;
viewerUboUpdate = true;
}
Nz::RenderFrame frame = windowImpl->Acquire();
if (!frame)
continue;
if (frame.IsFramebufferInvalidated())
RebuildCommandBuffer();
if (viewerUboUpdate)
{
Nz::AccessByOffset<Nz::Matrix4f&>(viewerDataBuffer.data(), viewerUboOffsets.viewMatrixOffset) = Nz::Matrix4f::ViewMatrix(viewerPos, camAngles);
//Nz::AccessByOffset<Nz::Vector3f&>(lightData.data(), colorOffset) = Nz::Vector3f(std::sin(totalFrameCount / 10000.f) * 0.5f + 0.5f, std::cos(totalFrameCount / 1000.f) * 0.5f + 0.5f, std::sin(totalFrameCount / 100.f) * 0.5f + 0.5f);
Nz::UploadPool& uploadPool = frame.GetUploadPool();
frame.Execute([&](Nz::CommandBufferBuilder& builder)
{
builder.BeginDebugRegion("UBO Update", Nz::Color::Yellow);
{
builder.PreTransferBarrier();
auto& viewerDataAllocation = uploadPool.Allocate(viewerDataBuffer.size());
std::memcpy(viewerDataAllocation.mappedPtr, viewerDataBuffer.data(), viewerDataBuffer.size());
builder.CopyBuffer(viewerDataAllocation, viewerDataUBO.get());
if (!spotLights.empty())
{
auto& lightDataAllocation = uploadPool.Allocate(alignedSpotLightSize * spotLights.size());
Nz::UInt8* lightDataPtr = static_cast<Nz::UInt8*>(lightDataAllocation.mappedPtr);
for (const SpotLight& spotLight : spotLights)
{
Nz::AccessByOffset<Nz::Vector3f&>(lightDataPtr, colorOffset) = Nz::Vector3f(spotLight.color.r / 255.f, spotLight.color.g / 255.f, spotLight.color.b / 255.f);
Nz::AccessByOffset<Nz::Vector3f&>(lightDataPtr, positionOffset) = spotLight.position;
Nz::AccessByOffset<Nz::Vector3f&>(lightDataPtr, directionOffset) = spotLight.direction;
Nz::AccessByOffset<float&>(lightDataPtr, constantOffset) = spotLight.constantAttenuation;
Nz::AccessByOffset<float&>(lightDataPtr, linearOffset) = spotLight.linearAttenuation;
Nz::AccessByOffset<float&>(lightDataPtr, quadraticOffset) = spotLight.quadraticAttenuation;
Nz::AccessByOffset<float&>(lightDataPtr, innerAngleOffset) = spotLight.innerAngle;
Nz::AccessByOffset<float&>(lightDataPtr, outerAngleOffset) = spotLight.outerAngle;
lightDataPtr += alignedSpotLightSize;
}
builder.CopyBuffer(lightDataAllocation, lightUbo.get());
}
spaceshipMat->UpdateBuffers(uploadPool, builder);
builder.PostTransferBarrier();
}
builder.EndDebugRegion();
}, Nz::QueueType::Transfer);
}
bakedGraph.Execute(frame);
frame.SubmitCommandBuffer(drawCommandBuffer.get(), Nz::QueueType::Graphics);
frame.Present();
window.Display();
viewerUboUpdate = false;
// On incrémente le compteur de FPS improvisé
fps++;
totalFrameCount++;
if (secondClock.GetMilliseconds() >= 1000) // Toutes les secondes
{
// Et on insère ces données dans le titre de la fenêtre
window.SetTitle(windowTitle + " - " + Nz::NumberToString(fps) + " FPS");
/*
Note: En C++11 il est possible d'insérer de l'Unicode de façon standard, quel que soit l'encodage du fichier,
via quelque chose de similaire à u8"Cha\u00CEne de caract\u00E8res".
Cependant, si le code source est encodé en UTF-8 (Comme c'est le cas dans ce fichier),
cela fonctionnera aussi comme ceci : "Chaîne de caractères".
*/
// Et on réinitialise le compteur de FPS
fps = 0;
// Et on relance l'horloge pour refaire ça dans une seconde
secondClock.Restart();
}
}
return EXIT_SUCCESS;
}